September 2012 challenge: “One Way Trip”
Trippy Climb - Day #2-#3
Posted by petraszd on 2012/09/12 07:12
I am a little bit disappointed with my progress. But it is a progress nevertheless.
http://www.youtube.com/watch?v=XGBdUanxZIA
I've almost finished my climbing-moving gameplay. So I need enemies and than in theory it could be called it a game.
And I need to make visual look more "trippy"...
http://www.youtube.com/watch?v=XGBdUanxZIA
I've almost finished my climbing-moving gameplay. So I need enemies and than in theory it could be called it a game.
And I need to make visual look more "trippy"...
Dungeoneering - Day 3 Progress
Posted by john on 2012/09/12 07:01
Again, like every other day unfortunately, progress could've been swifter, however I'm now in a place where I'm only four or five classes of being able to start adding in new content as opposed to engine work.
As you can see in this screenshot, the black eye shape has been removed from the screen. After testing the game for a bit without the eye I found that I actually found it more fun playing without it than with so that was unfortunately removed from the game. If I had longer I would put more effort into making it work.
Here you're the character with the red bar. This is the attack rect of your weapon and that will (obviously) change shape and position depending on which direction you attack in. It doesn't yet take damage off of the AI characters, but that won't be much work to do that as I have everything else in place.
The character on the right is an AI controlled character that just chases you around when you're within a certain radius of it. It doesn't bother with pathfinding or anything fancy, and it often gets stuck behind blocks due to it's larger size but on bigger rooms with lots of these I can imagine it being quite a challenge. This took far too much time to program in, due to me inadvertently calling my code in the wrong order I spent 2 or 3 hours trying to work out why it was ignoring walls and collisions which wasn't much fun.
Finally, by looking at the bottom of the screenshot you can see that the xp rates have been worked out, and that you are now able to gain XP in the speed skill (although it as of yet has no affect on your character). The next level number is how much XP remaining for that level. Each of the skills (minus looting) has an image drawn by my brother, but is not yet coded in.
Oh, and I made a map editor, but that was very simple and hardly counts as an update here. If I can persuade my other brother to help me out then it might become more useful.
As you can see in this screenshot, the black eye shape has been removed from the screen. After testing the game for a bit without the eye I found that I actually found it more fun playing without it than with so that was unfortunately removed from the game. If I had longer I would put more effort into making it work.
Here you're the character with the red bar. This is the attack rect of your weapon and that will (obviously) change shape and position depending on which direction you attack in. It doesn't yet take damage off of the AI characters, but that won't be much work to do that as I have everything else in place.
The character on the right is an AI controlled character that just chases you around when you're within a certain radius of it. It doesn't bother with pathfinding or anything fancy, and it often gets stuck behind blocks due to it's larger size but on bigger rooms with lots of these I can imagine it being quite a challenge. This took far too much time to program in, due to me inadvertently calling my code in the wrong order I spent 2 or 3 hours trying to work out why it was ignoring walls and collisions which wasn't much fun.
Finally, by looking at the bottom of the screenshot you can see that the xp rates have been worked out, and that you are now able to gain XP in the speed skill (although it as of yet has no affect on your character). The next level number is how much XP remaining for that level. Each of the skills (minus looting) has an image drawn by my brother, but is not yet coded in.
Oh, and I made a map editor, but that was very simple and hardly counts as an update here. If I can persuade my other brother to help me out then it might become more useful.
No Way Out! - Day 3: Some code, at last!
Posted by Keon on 2012/09/12 05:43
More progress than I had expected. A simple scroller, not too fancy, but should be fun. I am impressed that I didn't have to do much to get the scrolling to work, just plop a giant image down.
So yeah. Space. Tomarrow is collision detection day. I will just check for black, if you are colliding with black, you die.
Shouldn't be too hard, and after that, I just have 2 more days to make a good storyline and integrate it, and maybe put lazors and new levels.
Starting to worry I didn't shoot high enough this time. (Last time I did, did I overcompensate this time? Oh well, I can add lasers and enemies and such.)
Progress going strong, looking forward to playing the completed games.
So yeah. Space. Tomarrow is collision detection day. I will just check for black, if you are colliding with black, you die.
Shouldn't be too hard, and after that, I just have 2 more days to make a good storyline and integrate it, and maybe put lazors and new levels.
Starting to worry I didn't shoot high enough this time. (Last time I did, did I overcompensate this time? Oh well, I can add lasers and enemies and such.)
Progress going strong, looking forward to playing the completed games.
base561 - And her we...go
Posted by furballs on 2012/09/12 03:57
Finally downloaded and installed pygame last night for the first time.
At the moment I can dazzle you with some 'Hello World!' and a rectangle that changes colour. I have a few game ideas for the theme 'One Way Trip,' hopefully I can cobble something more interesting together tonight.
At the moment I can dazzle you with some 'Hello World!' and a rectangle that changes colour. I have a few game ideas for the theme 'One Way Trip,' hopefully I can cobble something more interesting together tonight.
Run! - First source upload!
Posted by Ermahgerd on 2012/09/12 02:28
Well, I managed to get quite a bit done today. To celebrate, I'm going to do my first version upload!
In this version, I've managed to fine tune the platform generator, animate my ninja character, and fine-tune character-to-platform collision. It's a solid framework to build on.
If you play the current version, you will notice that the character will fall from the sky at the start (and sometimes miss the first platform). This is only for the current version, and will not be the starting position in the final product.
Overall, I'm pretty happy with the current state of my systems, but would really like to tweak the character's jump characteristics. I'll probably hit that on one of the last two days.
Up next is the opposing ninja enemies, and projectiles. Following that will be the HUD, and game states.
I'm actually really proud since this is my second game, and first Pyweek entry. My main goal for entering this competition was to start a project from scratch with a firm deadline. So far, I feel like the end is within reach!
In this version, I've managed to fine tune the platform generator, animate my ninja character, and fine-tune character-to-platform collision. It's a solid framework to build on.
If you play the current version, you will notice that the character will fall from the sky at the start (and sometimes miss the first platform). This is only for the current version, and will not be the starting position in the final product.
Overall, I'm pretty happy with the current state of my systems, but would really like to tweak the character's jump characteristics. I'll probably hit that on one of the last two days.
Up next is the opposing ninja enemies, and projectiles. Following that will be the HUD, and game states.
I'm actually really proud since this is my second game, and first Pyweek entry. My main goal for entering this competition was to start a project from scratch with a firm deadline. So far, I feel like the end is within reach!
Dandelion - Starting screen of the other design
Posted by Alex on 2012/09/11 23:47
We spent all of Sunday arguing about how exactly we were going to implement the flight of the dandelion seed, and only today did we really have the idea fully fleshed out (at least to the point where I feel that if we implement it all, we will have a coherent game).
I don't want to give away all of what we're doing yet, but as a bit of a teaser, this is the title screen, the starting point of the journey:
(Procedural vector graphics ftw. >400fps full-screen, animated; dealing with GLSL versions and driver/ctypes/OpenGL-wrapper issues is a bit of a pain, though...)
I don't want to give away all of what we're doing yet, but as a bit of a teaser, this is the title screen, the starting point of the journey:
(Procedural vector graphics ftw. >400fps full-screen, animated; dealing with GLSL versions and driver/ctypes/OpenGL-wrapper issues is a bit of a pain, though...)
Last Train to Nowhere - Last Train To Nowhere: Day 3
Posted by mauve on 2012/09/11 23:47
Two features dropped today.
The first and greater is a pure-python physics engine built on geometry code from retrogamelib and Super Effective's vector. So for once I don't have to worry about people not being able to compile PyBox2D or Pymunk - I just have to worry about it being chuffing slow. It doesn't have a broad phase yet, but it does have a rough and ready collision solver. So what you're seeing here is the dude standing on a box that he can also push around (hence they are both highlighted green).
The other thing I landed was a basic character animation system, which as promised keeps most of the animation state in the scenegraph, loaded from JSON. A trick for entering up animation data was to set up a quick optparse-based script which modifies a JSON document. So I can add a new animation to pc.json by running:
python anim_add.py -f pc.json -n running -f 0.3 -a 69,14 pc-walk{1..8}.png
It doesn't modify anything you don't specify on the commandline, so I can add more animations or tweak one property of an animation quite easily. Effectively I can get structured data into the game without writing an complicated editor, writing a complicated parser, editing ugly data files by hand or running the risk of making syntax errors.
Here's a random shot of our chappy pushing a crate out of the back of the train just because he can:
The first and greater is a pure-python physics engine built on geometry code from retrogamelib and Super Effective's vector. So for once I don't have to worry about people not being able to compile PyBox2D or Pymunk - I just have to worry about it being chuffing slow. It doesn't have a broad phase yet, but it does have a rough and ready collision solver. So what you're seeing here is the dude standing on a box that he can also push around (hence they are both highlighted green).
The other thing I landed was a basic character animation system, which as promised keeps most of the animation state in the scenegraph, loaded from JSON. A trick for entering up animation data was to set up a quick optparse-based script which modifies a JSON document. So I can add a new animation to pc.json by running:
python anim_add.py -f pc.json -n running -f 0.3 -a 69,14 pc-walk{1..8}.png
It doesn't modify anything you don't specify on the commandline, so I can add more animations or tweak one property of an animation quite easily. Effectively I can get structured data into the game without writing an complicated editor, writing a complicated parser, editing ugly data files by hand or running the risk of making syntax errors.
Here's a random shot of our chappy pushing a crate out of the back of the train just because he can:
⚁⚀ - Pyglet is dead. Long live retrogamelib!
Posted by Ernie on 2012/09/11 22:48
TIL the hard way that pyglet isn't the best choice for pixelart games. Now i have rewritten everything to use retrogamelib, which is based on pygame. It is much more easier if you don't have to fight with buggy scaling. Also i get a retro looking menu for free!
As i can't use pyglets animation anymore, i am know using pyganim. It was easy plug and play, although i can't use spritesheets anymore. I found nothing promising for handling spritesheets in a quick websearch, and i'm too lazy to write it myself ;)
If you are interested you can checkout my darcs repository at http://darcsden.com/lennart/retroMars.
As i can't use pyglets animation anymore, i am know using pyganim. It was easy plug and play, although i can't use spritesheets anymore. I found nothing promising for handling spritesheets in a quick websearch, and i'm too lazy to write it myself ;)
If you are interested you can checkout my darcs repository at http://darcsden.com/lennart/retroMars.
daftspaniel3 - Day Three - Green Thing and the Purple Ray
Posted by daftspaniel on 2012/09/11 21:38
A quick diary entry tonight... Started off fixing the rendering so that the player (green thing) was drawn at the right time to appear 'behind' objects. Tweaked the terrain colours then started on tonight's main task of putting the 'demo' code into the real game structure. Player now has health and can pick up objects - currently only a health boost. To finish off, I quickly added a ray gun (purple rectangle).
May not get much done tomorrow other than ideas whilst cycling the commute :-) Need some goals for the game... Maybe the trip to Mars wasn't the only One Way Trip!!
May not get much done tomorrow other than ideas whilst cycling the commute :-) Need some goals for the game... Maybe the trip to Mars wasn't the only One Way Trip!!
somethingsomething - Slow progress
Posted by Mat on 2012/09/11 20:33
This pyweek is going really slowly as I'm working during the day and am pretty tired when I get home.
Right now I have a good idea of the game mechanics but haven't implemented much. Got the movement and camera sorted but I need to sort out the level system and collision handling, plus the actual level design beyond what I've scribbled down on a piece of paper.
Before that I think I'm going to find some nice graphics to replace my badly drawn triangles. The game is fairly abstract so I'm going to set in space and make the enemies angry shoes or something.
Hoping I will have enough time friday and saturday to get it to a playable state - if not I'll probably end up with an ok toy entry but no actual game...
Right now I have a good idea of the game mechanics but haven't implemented much. Got the movement and camera sorted but I need to sort out the level system and collision handling, plus the actual level design beyond what I've scribbled down on a piece of paper.
Before that I think I'm going to find some nice graphics to replace my badly drawn triangles. The game is fairly abstract so I'm going to set in space and make the enemies angry shoes or something.
Hoping I will have enough time friday and saturday to get it to a playable state - if not I'll probably end up with an ok toy entry but no actual game...